and once again gaming press turned Wester words into another clickbait shit news about Steam?
AT RETAIL.Ubisoft and Bethesda and a number of their peers regularly deeply discount successful games within 3 months. Sometimes a mere month after release. Ubisoft are especially prone to it.
Gamersgate, but it seems it wasn't that easy to run after all.They should try to build their own distribution system and infrastructure to find out. Can't possible be that hard, right?
Speaking of Paradox, remember when Paradox requested that SteamSpy stop showing their sales data? Paradox data removed from SteamSpy by requestParadox Interactive: "The 70/30 revenue split is outrageous"
The 70/30 revenue split offered to developers by most platform holders is "outrageous," according to Paradox Interactiv…www.gamesindustry.biz
It is undeniable that PC game releases are heavily pirated. A simple glance at any public tracker after the release of a popular game will show a huge number of people choosing to pirate the game. There more popular the game, the heavier it tends to be pirated. The dispute is how to interpret this. And to be fair, it's impossible to create a scientific study to prove or disprove anything involving game sales. They're just too fickle. Did Monster Hunter World sell so many copies because of Denuvo? In spite of Denuvo? Would the game have sold better without it? Would it have sold worse? Without an alternate universe where Monster Hunter World didn't have Denuvo, we can't say for certain.
I didn't remember that, but I'm not sure how it's relevant here.Speaking of Paradox, remember when Paradox requested that SteamSpy stop showing their sales data? Paradox data removed from SteamSpy by request
It is undeniable that PC game releases are heavily pirated.
Piracy is still extremely commonplace.
The PC market has a huge piracy problem
again:The PSP had its knees cut out from under it through piracy.
... and most of them just won't buy the game then .... it wouldn't be a magical 90% gain of sales if piracy suddenly wasn't an optionBut if piracy isn't an option, then people have to buy the game if they want to play it.
TIL!Gamersgate, but it seems it wasn't that easy to run after all.
don't interrupt his fantasy with facts.again:
i'm not really interested in opinions ...
i need cold hard numbers ... studies ... something ... anything at all
I don't have immediate data for the retail pricing of these games, but two examples that come to mind are Doom 2016 and Assassin's Creed: Odyssey. My understanding is that Doom 2016 was a huge success for Id Software. The game has sold between 2 and 5 million copies on Steam. That's crazy good. But the game released in May 2016, and was 40% off by June 2016. DOOM · AppID: 379720Give a damn example of your claims; where a digital distributor is the first retailer offering a significant discount, on a successful product, within a month or less of release.
It's a outright lie. Most titles sell the most at launch. Our good friend Sergey even said this himself, with actual Steam dataI dont buy the argument that people must see a discount in order to sell on Steam. If that were true, Steam would be a wasteland most of the time, which clearly it isnt
Of course it wouldn't be 90% on average.and most of them just won't buy the game then .... it wouldn't be a magical 90% gain of sales if piracy suddenly wasn't an option
A study with a 45% error margin, which is catastrophically bad. Interesting to read, but useless to build any kind of argument on. You might notice that neither "piracy is a problem" nor "piracy is not problem" arguments actually have reliable data to back them up. This is partially because the problem has no controls. You can't compare two equal scenarios where piracy is and isn't present to determine the impact. It's ultimately just theories, past patterns, extremely unreliable surveys, and speculation.that's why the "piracy doesn't equal lost sales" is correct ... and supported by a study
Mate, you're building your entire argument on "look at the trackers", let's just say a study with 45% error margin is still more scientific than that.A study with a 45% error margin, which is catastrophically bad. Interesting to read, but useless to build any kind of argument on.
Paradox seem a bit allergic to transparency. They were one of the highest profile publishers resisting Steam sales data being transparent. Also, SteamSpy creator (and current EGS head honcho) Sergey Galyonkin recently got stroppy with Paradox after that fiasco where Paradox pulled Bloodlines II from the EGS sale.I didn't remember that, but I'm not sure how it's relevant here.
How is using trackers to demonstrate that people are downloading a game without paying for it unscientific? You can't prove how many copies are being pirated on the upper bound, but you can draw fairly accurate estimates of "at least X number of people illegally downloaded this title".Mate, you're building your entire argument on "look at the trackers", let's just say a study with 45% error margin is still more scientific than that.
Ok then, prepare the data the same way you would show to your uni professor, explain the method you used to estimate the number of downloads and its correlation to the lost sales/games flopping and then we can talk about the scientific merits of "look at the trackers".How is using trackers to demonstrate that people are downloading a game without paying for it unscientific?
Doom (PS4) (B00ZF3255A)I don't have immediate data for the retail pricing of these games, but two examples that come to mind are Doom 2016 and Assassin's Creed: Odyssey. My understanding is that Doom 2016 was a huge success for Id Software. The game has sold between 2 and 5 million copies on Steam. That's crazy good. But the game released in May 2016, and was 40% off by June 2016. DOOM · AppID: 379720
Looking at trackers tells you that a ratio of people greater than 0 but less than 1 will pirate a product instead of paying for it.How is using trackers to demonstrate that people are downloading a game without paying for it unscientific? You can't prove how many copies are being pirated on the upper bound, but you can draw fairly accurate estimates of "at least X number of people illegally downloaded this title".
It actually took them 11 months to hit 77% off. Almost a year. Otherwise before 2019 (so 2018) cheapest it was in Dec, was 25$. Both storefronts. I wouldn't really call that a sharp decline considering Nov it actually started to get discounted to 30$. 8 months (well 7 since it released near the end of March) of typ discounts for a new game isn't a sharp discount.75% discount
So, to what extent do you believe it affects indie games? How do you explain that most indie games sell better on PC than on other platforms where piracy isn't an issue?I'm not being critical of Valve here. Valve making PC gaming accessible via Steam did more to curb piracy than any DRM has. But there's a hole in the bucket. People are playing games without paying for them. Some of these people might refuse to buy the game if they can't pirate it. But if piracy isn't an option, then people have to buy the game if they want to play it.
Publishers will be publishers. Of course they're gonna say that a lower cut from the storefront is better than a higher one because they think it instantly means more money in their pocket, and they won't listen to people who tell them that it's a short-sighted strategy because the 30% cut Valve takes pays for a lot of things that make users want to play their games on PC (and more importantly, pay for them). You'd think that Paradox, who does the vast majority of its business on PC, would have a more long term and holistic approach to maintaining the health of their main platform.Blurgh
Paradox Interactive: "The 70/30 revenue split is outrageous"
The 70/30 revenue split offered to developers by most platform holders is "outrageous," according to Paradox Interactiv…www.gamesindustry.biz
I think less criticism of their games is what many of these publishers are after. And if that means killing the online community so that customer reviews and bad word of mouth are harder to come by, they're all for it.The way I see it is if the industry adopts an 88/12 revenue share as Epic wants, then smaller storefronts will go out of business and the larger ones will slim themselves down to the point that their client offers little more in terms of service and features than a torrent client, and we'll see how that ends for these middle sized publishes like Paradox when people are pirating their shit.
They'd be foolish to want that, since the can of worms that is user reviews has been opened and will never close. If you somehow managed to shut down Steam's user review section then someone would find a way to make their own, and it'd probably become rather widely adopted across many storefronts and platforms, whether said storefronts and platforms wanted it (a simple browser plugin could sort that easily).I think less criticism of their games is what many of these publishers are after. And if that means killing the online community so that customer reviews and bad word of mouth are harder to come by, they're all for it.
I just put him on ignore, I suggest you all do the same.Aelphaeis Mangarae dude chill, no body is buying what you trying to say, go drink a beer or something.
I generally do not understand the logic that console manufacturers deserve a higher cut because they chose to force you into their own walled garden eco system,I also love how people bring the 'R&D' costs for consoles as a justification for the 30% cut for those companies. Breh, that hardware was old back in 2012, sure as shit it doesnt pulls its weight now.
" It always have been this way, dammit! You PC people think you're special! "I generally do not understand the logic that console manufacturers deserve a higher cut because they chose to force you into their own walled garden eco system,
There's an argument to be had about consoles being sold at a loss (if that is indeed a thing), but even then, PSN and it's ilk should already cover that entirely throughout a generation unless the "loss" would exceed the 200€ per console mark.
It's so weird because Sony, Microsoft and Nintendo are the primary beneficiaries of locked down console ecosystems.
Would valve be allowed to take 30% if they would have made Steamboxes a mandatory requirement to run steam instead of them being optional devices that everyone can safely ignore?
Microsoft is now giving up on the idea of mandatory microsoft boxes in favor of creating a crossplatform eco-system, so do they lose their right to a 30% cut?
So many questions about this argument.
And even then, Nintendo keeps their games expensive forever. Plus their shitty online service.I hate using them, but at least Nintendo’s consoles have gimmicks to somewhat justify their “R&D cost” tax. The Switch, Wii, 3/DS, etc.
PS4/5, XB1/2, much less so.
No, it wasn't." It always have been this way, dammit! You PC people think you're special! "
I know but I've literally hear that argument beforeNo, it wasn't.
It was way, way worse before digital came in.
I just sold a bunch of my switch games I bought over 2 years ago for $50cad each so im definitely not complaining about them keeping their titles at full price.And even then, Nintendo keeps their games expensive forever. Plus their shitty online service.
it doesnt ... they just want to guilt trip youAs a consumer how does this reduction in revenue split affect me? It doesn't therefore I do not care. Show me something that will benefit me Epic and then we can talk!
Pretty much. I will agree for indies it is a hell of a deal and i've no problem with that( other than the Kickstarting a game with the intention of steam codes and switching to Epic Exclusive ), more power to them, but developers using large publishers( who will swallow the full difference between Steam cut vs Epic cut ) I couldn't care less about, their call their issue, the poor git working insane hours to deliver his/her code doesnt receive a cent extra and neither does the consumer, its middle man enrichment nothing more, nothing less,it doesnt ... they just want to guilt trip you
it's trickle down economics all the way ... the customers (and some developers with publishers, i guess) are getting vague promises of things getting better somewhere down the line ... and then absolutely nothing changes, or it gets even worsePretty much. I will agree for indies it is a hell of a deal and i've no problem with that( other than the Kickstarting a game with the intention of steam codes and switching to Epic Exclusive ), more power to them, but developers using large publishers( who will swallow the full difference between Steam cut vs Epic cut ) I couldn't care less about, their call their issue, the poor git working insane hours to deliver his/her code doesnt receive a cent extra and neither does the consumer, its middle man enrichment nothing more, nothing less,
exactly, this whole 30%/10% cut whatever is absolutely meaningless to everyone yet gets so much publicity and some much conversation when in fact it means f*** all, it means nothing to anyone, absolutely nothingit's trickle down economics all the way ... the customers (and some developers with publishers, i guess) are getting vague promises of things getting better somewhere down the line ... and then absolutely nothing changes, or it gets even worse
just like games were supposed to be cheaper because of digital distribution ... anyone still remember those promises? yeah ....
well i'm sure it means something to the indie devs (which are pretty much the only ones who have an actual real excuse to care about it) ... but yeah - for big successful devs (and even more so - for the publishers) it means only one thing - getting even more money, which they definitely aren't in desperate need of ....exactly, this whole 30%/10% cut whatever is absolutely meaningless to everyone yet gets so much publicity and some much conversation when in fact it means f*** all, it means nothing to anyone, absolutely nothing
Indies, yes of course, i have no problem with that and they should swarm to the Epic store but of course in a cost benefit analysis. IF the Epic store doesnt provide the same basic features that we have been accustomed to for years on Steam, im not going into it but there's the list we all know so thhey have to weigh that up vs potential number of consumers etc. The crux there is that Epic wont just take anyone, theyre selective on who they want on the store and for sure its mainly related to increasing their store user base.well i'm sure it means something to the indie devs (which are pretty much the only ones who have an actual real excuse to care about it) ... but yeah - for big successful devs (and even more so - for the publishers) it means only one thing - getting even more money, which they definitely aren't in desperate need of ....
(oh, and you can curse, lol)
Gotta admit, im so fucked up from that 'other' place im still reluctant to relax 100% when posting(oh, and you can curse, lol)
yes, exactly ... the vast majority of developers/publishers epic want already have plenty of moneyIndies, yes of course, i have no problem with that and they should swarm to the Epic store but of course in a cost benefit analysis. IF the Epic store doesnt provide the same basic features that we have been accustomed to for years on Steam, im not going into it but there's the list we all know so thhey have to weigh that up vs potential number of consumers etc. The crux there is that Epic wont just take anyone, theyre selective on who they want on the store and for sure its mainly related to increasing their store user base.
Or at least enough name recognition that they can get the enthusiast press to run pieces on them/their games without much trouble, which will lead to greater mind share on a store even as crowded as Steam.yes, exactly ... the vast majority of developers/publishers epic want already have plenty of money
oh, absolutelyOr at least enough name recognition that they can get the enthusiast press to run pieces on them/their games without much trouble, which will lead to greater mind share on a store even as crowded as Steam.
Like, I'm sure Epic would love to get Hello Games onboard (unless they have and I missed it). They're indie but hardly hurting for cash or name recognition and they'd probably have to weigh pissing off a user base that actually stuck with them with their first disaster of a release vs taking the money and losing a chunk of that just so epic can put up a 'No Man's Sky dev signs on to EGS'
First of all, sorry for my English'm not being critical of Valve here. Valve making PC gaming accessible via Steam did more to curb piracy than any DRM has. But there's a hole in the bucket. People are playing games without paying for them. Some of these people might refuse to buy the game if they can't pirate it. But if piracy isn't an option, then people have to buy the game if they want to play it.
This is so relatable it hurts. I got backpay from my old job a few days ago and bought a ton of games with it that I have yet to touch.Honestly I have so many games in my backlog, me buying a new game is basically like me donating to the developer, because who the hell knows if I'll ever even get to it.
Good post. Valve is offering incentives to customers so that they choose Valve's service on their own free will. Epic tries to force them because they know they have a shit service that no one would freely choose. What makes their choice of strategy worse is that they have the funds and the clout to compete in a customer-friendly way but they chose not to. So fuck them.The difference between Valves PC market strategy and Epics PC market strategy can be summed up by two famous examples.
Valves iron grasp over the market
Epic trying to liberate us
Of course both companies are here to make money. But the approach is very different.
EGS is fighting the costumers, tries to shackle the market, but more importantly they focus on benefiting the people behind games: the publishers.
Valve is far more open minded and tries to benefit the costumers over the publishers. A good example for that are game refunds. A sensationelle feature that forces publishers to release better optimized games. Family sharing is also worth mentioning, buy a game and when you are offline your family can play it. That's hell of a deal for consumers! I bought Metro Exodus and both my brother and me played through it. Fantastic deal for both of us, DeepSilver not so much.
Those two, different approaches are the reason why people are behind valve and not epic. It's not because they are stupid sheep. It's not because this is some kind of strange console warrior attitude. Valve worked hard, for many years to change people minds from "Steam=online DRM" to "it's a good, non restrictive service". Valve managed to do so by embarrassing the people they do business with, the gamers.
Epic doesn't care about their clientele, they tread them like sheep that need to be forced.
The choice between epic and valve is easy.
Hello Everyone,
Regarding the recently announced Epic Games Store exclusive, all of us here at YSNET, Deep Silver and Epic are taking the matter with utmost concern and would like to clarify the circumstances leading to the decision and offer backers options for moving forward.
As noted in the updates and survey at launch, we had originally planned for PC distribution through Steam. Taking publishing and sales considerations into account, YSNET and Deep Silver agreed to our partnership with Epic Games Store on PC version distribution. As a publishing partner, Deep Silver has greatly contributed not only to sales and marketing, but to scaling up the game so there is more Shenmue III to begin with. Also, Epic Games has been with us from the start of the project when we adopted Unreal Engine 4 for development, and have given us their support throughout the development process.
In response to backers who have requested Steam keys for their rewards, we discussed offering the keys on the day of release. However, coordination with the sales policies of the involved companies was untenable, and as a result we are not able to make a day one distribution option for Steam keys available.
That we are not able to offer Steam keys for Kickstarter rewards at the time of the game’s release is a great disappointed and inconvenience for those backers who were expecting to receive them. We deeply apologize for the unrest caused by the announcement.
Response Policy
The team would like to offer the following:
Version Availability
a. PC Physical: Package (Disc) + EGS Key
b. PC Digital: EGS Key
c. PS4 Physical: Package (Disc)
d. PS4 Digital: PSN Voucher Code
*If selecting either the PC Physical or PC Digital version, an option to also receive a Steam key one year later will be available. Backers must manually select this option in the survey to receive the Steam key.
**If you had previously selected PC and want to change to PS4 or vice versa, you may do so.
Survey Implementation
We are currently working on the necessary changes to the backer survey system. We ask for your patience as there will be a short wait while the preparations are made. Once the survey changes have been implemented, there will be an announcement here in the updates with details and notice of the survey response period. (Changes to your shipping address may still be made through the backer survey up until shipping begins.)
Concerning Refunds
Along with Deep Silver and Epic Games, we have agreed that should the above proposal not be acceptable to backers, refund requests will be honored.
Details concerning the refund request process will be announced in a following update. We ask for your patience until that time.
*In the case rewards within your reward tier, such as in-game content, have already been created and implemented, a full refund may not be possible.
PS4 Region Selection
PS4 regions are automatically set based on the country information answered the through your backer survey. However, there will be an option through the backer survey that will allow you to change your PS4 region during the Survey Response Period. If you would like to change your PS4 region, you will be able to select from four regions: US, EU, Japan and Asia. An announcement will be made when the option is added to the survey.
SIEE: Europe / Middle East / Africa / Oceania
SIEA: North America / Middle America / South America
SIE Japan: Japan
SIE Asia: Asia (excl. Mainland China and Japan)
PC Physical version
The PC Physical version will be delivered on disk. However, the disk will contain the Epic Games Store installer and not the actual game data.
*Please note, if your region selection differs from the PS4 system region or the console setting, PlayStation™Network online services or DLC may not function properly.
**Also, please be aware that a PS4 "cross region" selection may cause a shipping delay.
About stretch goal
We have provided below an explanation on differences between the stretch goals that were promised during the campaign and the actual elements implemented in the final version.
Stretch Goals Reached and Final Implementation
Some stretch goals that were reached during the campaign were not able to be implemented. There were also stretch goals not reached that were able to be implemented. Development began in line with the stretch goal content, but with the addition of sales partners during production, we were able to increase our development budget. In order to maximize game quality under the adjusted budget, game planning was fundamentally altered and ultimately allowed us to incorporate a number of different elements beyond our original expectations. Listed here are the major changes.
Campaign Stretch Goal Elements
Achieved stretch goal elements not implemented
・Character Perspective System (Implementation could not be achieved in this game.)
Achieved stretch goal elements changed
・Skill Tree System was changed to the Skill Book System to better fit the battling style.
・Baisha area changed to Fortified Castle area. Mini-games, infiltration event, battle event, investigation and battle event have been implemented in the Fortified Castle area.
Stretch goal elements not achieved but implemented
・Please see the image above. 10 of the unreached elements will be included in the game.
Non-Stretch Goal Elements
Story Improvements
・Shenmue III begins the day after Shenmue II leaves off. The story now includes more cinematic scenes and nostalgic flashbacks to naturally draw new players in (and fans back in) to the world of Shenmue.
Scaled Up Free Roaming Enviroment
・Initially, the Guilin area was to be organized into three areas: Bailu, Choubu (Niaowu), and Baisha, but to accommodate major additions and changes to game elements, Baisha became Fortified Castle area, and focus shifted to expanding Choubu (Niaowu). We have in effect been able to achieve a scale greater than that of Shenmue II and bring the fun of an "open world" to life. To better experience quests and events, NPCs and things to interact with in the cities have been multiplied beyond what was originally envisioned making for a more complete Shenmue experience.
Powered Up Battle System
・With the inclusion of the Skill Book System and the Dojo System, you can train or have matches any time you want for deeper, more immersive play. Battle difficulty can be changed in-game to be enjoyable for beginners all the way to experts.
Game Cycle Improvements
・Story progression, skill acquisition, training, mini-games, jobs and other elements that were independent from each other in previous games have been worked to flow into a singular game cycle.
Message from Yu Suzuki
I first want to thank all of you for your enduring support from the bottom of my heart. This announcement was made in the coordination of all our partners. As such, it was not presented in a timely fashion which I apologize for. We have at last been able to report the results of the project team's review of the EGS exclusive distribution deal.
The project team is currently concentrating on finishing up to release the game. We are working hard to deliver a game better than hoped even if by a little for the announced release date. Along with the significant project changes at the heart of this announcement, there have been many other changes since our original assumptions. I believe, however, that the game overall has been strengthened and that Shenmue III has assuredly been transformed and is heading in a positive direction.
Thank you always for your support.
pretty much, yeahtl;dr "Thanks for getting Shenmue III off the ground when nobody else would talk to us but now the popular kids want to hang out so could you, like, go away?"